Archmage's Charm

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Rare

Combos Browse all

Archmage's Charm

Instant

Choose one —

  • Counter target spell.
  • Target player draws two cards.
  • Gain control of target nonland permanent with converted cost 1 or less.
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Archmage's Charm Discussion

Hazankob on U/G Anti-spike Commander (EDH)

1 day ago

I haven't forgotten about this deck, just haven't been actively acquiring new cards for a while.

Diluvian Primordial is fun but the mana cost just doesn't quite keep up with the more competitive decks, even if it gives me a 5/5 flier and their best spell. Finally got my hands on that Disallow, I'll swap out Voidslime for now but if I see something else not working out, Voidslime might come back in, though this deck is already swimming in stifle/bind effects so the odds of that are slim.

Out: Voidslime , Diluvian Primordial .

In: Disallow , Archmage's Charm

SideBae on Subjective Reality Modded

1 week ago

Couple suggestions:

You're running too many lands. Running forty-two is generally only appropriate in Azusa, Lost but Seeking -style landfall decks; I suggest running thirty-five at MOST, and ideally around thirty-three.

The way you can get away with thirty-three lands is with mana rocks. I'm a fan of your Azorius Signet and similar, but there are other rocks you should consider. Mana Crypt and Mox Diamond are the gold-standard, though those are approximately a million dollars these days. More affordable options include: Talisman of Progress , Talisman of Hierarchy , Talisman of Dominance , Coldsteel Heart , Fellwar Stone and the soon-to-release Arcane Signet . Note that all the suggestions I gave were two-mana mana-rocks, as these are vastly superior to three-mana mana-rocks. One reason for this is that if you choose to run Ancient Tomb or similar, you can land them turn one. Depending on your meta and how long your games tend to go, Gilded Lotus might be worth running.

Your mana base can use some tuning, too. City of Brass and Mana Confluence are generally good in three-color decks, and Reflecting Pool or Forbidden Orchard are also very good. Shock lands like Watery Grave , Godless Shrine and Hallowed Fountain are also good. Caves of Koilos , Underground River and Adarkar Wastes are all good too.

You have some good Xerox pieces; you're running Ponder and Portent , and that's good. You could probably use some more shuffle effects to go with your Brainstorm . Ideally, you should run Zendikar and Onslaught fetches -- however, these are also expensive AF. Slow fetches like Bad River and Flood Plain are way more affordable, and can also fetch things like a Watery Grave if you choose to run them. These will allow you to avoid getting stuck with two cards you don't want on top of your library. Preordain is an excellent Xerox-piece/cantrip to consider.

Mass card-draw is good in EDH. I highly recommend Windfall , and it's especially good with your Narset, Parter of Veils . Fact or Fiction , Painful Truths , Thirst for Knowledge and Jace's Archivist are also good. Mystic Remora , in an inexperienced meta, can easily be several Ancestral Recall s. Night's Whisper and Phyrexian Arena are good.

Tutors are great. Demonic Tutor , Vampiric Tutor and Enlightened Tutor are the gold-standard, and as such they're really expensive. Other options include your already-in-there Scheming Symmetry , Diabolic Tutor , Lim-Dul's Vault , Mystical Tutor and Dark Petition .

Swords to Plowshares is a GREAT card; it's one of the only one-for-ones I advise 98% of the time in EDH; Despark is another. Grasp of Fate is another form of spot-removal. Cyclonic Rift , Wrath of God , Supreme Verdict and Toxic Deluge are all good boardwipes to consider. If, later in your deck building, you end up with fewer creatures and your meta is filled with X/1s, Night of Souls' Betrayal can be a powerhouse. Ashes to Ashes and Dust to Dust are other two-for-ones to consider.

Counter magic is real powerful. Counterspell , Swan Song , Spell Snare , Spell Pierce , Dovin's Veto , Countersquall , Negate , Archmage's Charm and Disallow are good.

Depending on your meta, you can use some Legacy Miracles pieces. Aminatou is synergistic with Counterbalance , and if you run Sensei's Divining Top you can use the pair to control the game without spending card-advantage. Ashiok, Dream Render is great in EDH as a Stax piece, as shutting down other players' tutors and exiling graveyards is one of the most annoying things you can do in EDH. Hostage Taker is good as removal, and it can also get you some threats.

Gilded Drake is $70-ish, but each time you flicker it you get a new creature. Cheaper, flickering Sower of Temptation gets you to steal a different creature each time. Flickering Solemn Simulacrum allows you to ramp real fast. Cloudblazer , Ravenous Chupacabra , Duplicant , Wall of Omens and Baleful Strix too. Wall of Omens has the added bonus of working real nice with Words of Wind , if you choose to run it.

No Mercy is a good way to discourage attacks; so are Ghostly Prison and Propaganda .

Good luck!

itachi45 on End turn at draw step

2 weeks ago

Mad props for the full foil!

How do you like the one Archmage's Charm ? In my mono blue control, I run 4 cryptics, but maybe you find the charm useful in a particular situation?

Jett2112 on Ral, Forker Of Storms

3 weeks ago

Maybe you could take out Cancel , Mystic Confluence to put in Mana Leak , Arcane Denial to lower the curve and help ya draw more forks. Or if ya don't like soft counters, Archmage's Charm and Counterflux are strictly better options than Cancel . Also you could run Talisman of Creativity as a 2 mana replacement for Izzet Locket . I personally recommend taking out the ramp entirely and playing Ponder Preordain Serum Visions Sleight of Hand to improve your chances of curving out while still being able to interact each turn

SideBae on Taigam Control Remastered

3 weeks ago

Fact or Fiction and Thirst for Knowledge are two cards I recommend, right off the bat. Chart a Course is good when you're already attacking. Windfall is great, especially since you're already running Narset, Parter of Veils . Compulsive Research and Archmage's Charm are good if paired with Taigam, Ojutai Master 's rebound ability. Similarly, the less-common one-mana cantrips may be much better if they're rebounding. Consider Serum Visions , Sleight of Hand , Gitaxian Probe and Opt . Similarly, casting Leap or Shadow Rift will give your general two turns worth of evasion, all while netting you a card.

Including Search for Azcanta  Flip can give you some card-selection on your extra turns.

If you're looking for more repeated sources of card advantage, planeswalkers may be your best bet. Teferi, Hero of Dominaria is an excellent card in EDH, and I've had good success with it. Jace, the Mind Sculptor is a card that a lot of people s--- on in EDH, saying it's just a Brainstorm a turn. This is true enough, but a Brainstorm a turn is excellent if you pair it with your fetch lands. Windswept Heath , Marsh Flats and Arid Mesa are also worth adding, simply for the shuffle-effect and the deck-thinning; I see you're not running any basic Plains , but that can be changed. Narset Transcendent is great. Jace Beleren is alright, as is Jace's Archivist .

I cannot recommend cutting Path to Exile enough. In Modern it's alright, but in EDH, where everyone is doing big, dangerous things, ramping your opponents is outright dangerous. Adding something like Supreme Verdict or Wrath of God may be better.

Consider more two-mana rocks: Casting one of these turn two means your general likely comes down turn three. Azorius Signet , Mind Stone , Thought Vessel , Fellwar Stone and the soon-to-release Arcane Signet are all good ideas for inclusion.

Depending on your meta, Retribution of the Meek may be a good idea. It kills most fatty blockers your opponents might have, and leaves Taigam, Ojutai Master on the board. But if your meta is similar to mine (Storm/Combo, Stax, and not much else), it may just end up being a dead card.

I suggest cutting Swiftfoot Boots . Often, just having either it or Lightning Greaves (not both) is enough, and I find that Lightning Greaves is simply the better card.

It strikes me that your general incentivizes you to use your mana during your main phase, unlike most blue generals. Playing at instant speed is still pretty powerful, though, and I see you've included Mana Drain , Counterspell and friends. Consider running As Foretold , which allows you to cast counter magic for free on your opponents' turns as well while tapping out. Currently, you'd need either Force of Will or Pact of Negation to do that.

Good luck with deck building!

BrandonJamesCAC on Counterburn

3 weeks ago

I have suggestions but don't want to come off like a jerk. This is just opinion / advice for a modern caliber deck like this.

Cancel is just bad. Straight horrendous.

The only 3 CMC Counter spell should be Ionize as it fits the plan of Counterburn.

I think Archmage's Charm is a good card but not with a budget 2 color mana base.

Having that 3x blue on turn 3 is unlikely. Turning off everything that is ideal about the card.

So I would dump that too.

Shock is bad. Modern has Lava Spike and Lava Dart .

I would run Remand Skullcrack

Some form of recursion. Doesn't have to be Snapcaster Mage and a way to generate advantage not just draw cards.

Your creatures are too expensive too.

If you look at an Izzet Drakes deck, which is Counterburn (ish) - you'll see this build is way too slow. While you're waiting to Cancel or Charm, Hogaak and Arclight are already done caring.

Now... that being said, U/R Control is a different animal. This looks more like what you're going for.

Counterburn is just not as good as burn or control. I wish it was because love the idea of it.

SideBae on Kykar's Spellslinging Spookies

4 weeks ago

Greetings, human! Below are my suggestions; feel free to heed/ignore them as you choose.

In EDH, playtesting with your meta is really the only way to know how much counter, burn and card-draw you need. That being said, you typically want a cantrip and a counter in your opening hand, which means running approximately 5 - 10 of each is a good idea. I think Preordain should definitely be in your deck alongside your Ponder , and Brainstorm becomes astronomically better with shuffle effects. Although the Zendikar and Onslaught fetches can be very expensive, cheaper alternatives definitely exist: Terramorphic Expanse is functionally identical with the Evolving Wilds I see you're running; the slow fetches (like Flood Plain and Rocky Tar Pit ) are on the table; and Ash Barrens is around $3 these days. Aside from Preordain , some card-draw/filtering spells I advise at least considering are: Impulse , Chart a Course , Faithless Looting , Chemister's Insight , Archmage's Charm , Think Twice , Oona's Grace , Frantic Search , Sleight of Hand , Pull from Tomorrow , Fact or Fiction , Dig Through Time and Treasure Cruise . Slate of Ancestry is an artifact source of repeatable card advantage.

I suggest Faithless Looting , Chemister's Insight , Think Twice and Oona's Grace because you can cast them from your graveyard. This will give you extra triggers off of Kykar, Wind's Fury and Jeskai Ascendancy . Similarly, if you choose to run cards like Young Pyromancer and Monastery Mentor (which I highly suggest you do), these cards will get additional triggers as well. Murmuring Mystic is another creature to consider, as is Taigam, Ojutai Master .

Burn spells are tough in EDH, if only because you have three times as many opponents as usual, and they all have double the usual life total. So burn is typically going to be spot removal or mass removal rather than to-the-face, like in Modern. Generally, I do not recommend running many one-for-ones in a format where you're facing three opponents rather than one; the only one-for-one I highly suggest is Swords to Plowshares . Electrolyze is an instant that does not cost card advantage, so I advise this too. Mass-removal, like Wrath of God , Pyroclasm or Supreme Verdict is generally much more successful. However, because of your general and the nature of your deck, you'll likely want to only run one or two board-wipes. Things like Shattering Spree , By Force , Dust to Dust , Return to Dust , Grasp of Fate and Vandalblast are also worth considering.

Counter magic is good. I advise adding a few spells to your current package. Consider the following: Swan Song , Dispel , Exclude , Unified Will , Remand (maybe -- it's a meta call), Negate , Flusterstorm , and, provided you have access, Cryptic Command , Force of Will , Mana Drain and Pact of Negation .

An area that I see as being capable of a lot of improvement is your mana-base. Though the best fixing is, of course, wildly expensive, affordable options exist. Steam Vents , Hallowed Fountain and Sacred Foundry are all about $10 or so these days, as are City of Brass and Mana Confluence . I personally like Reflecting Pool , Exotic Orchard and Forbidden Orchard as well.

As Foretold is at least worth considering. Aetherflux Reservoir is, I think, probably better than Sentinel Tower , though if your meta is filled with creatures you can nail with the Sentinel Tower then you may wish to keep it. If you want to go on the aggro plan, Supreme Phantom is also worth considering, as is Intangible Virtue . Kindred Discovery is good if you name "Spirits." If you are like me and don't have ethical qualms about infinite combos, Isochron Scepter with Dramatic Reversal is a good way to make infinite tokens if you have enough rocks out.

Speaking of rocks, I like your current suite. I'd also consider Mind Stone , Coldsteel Heart (maybe), Fellwar Stone and Everflowing Chalice . Arcane Signet is coming out soon, and that's definitely worth an include.

Right. That's all from me. Good luck with deck-building!

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